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View Full Version : Photorealistic Afterburner Heat???


cezmikardas
08-27-2007, 10:50 PM
Hi everyone, how can I make a photo realistic afterburner heat like in these jets in FumeFX or Afterburn?

http://www.cezmikardas.com/jet.jpg
http://www.garrisonwu.com/images/Events/Thumbs/F15Afterburn.jpg
http://www.astrosurf.com/luxorion/Sciences/sr-71-afterburn-drfc-nasa.jpg


http://img510.imageshack.us/img510/1268/11ok9.gif
http://forsvaret.dk/NR/rdonlyres/4E968DA3-0C32-43F4-9898-AE5B876BFEA3/40086/071103f16afterburn.jpg
Please help!

Daniel-B
08-28-2007, 02:27 AM
I wouldn't bother with Afterburn or Fume for something like that.

What you can do, is model some simply cylindrical geometry, and use falloff maps to create the effect. Then just flicker it a bit in compositing. You could also animate the texture shapes out as 2D, and then map them onto some simple geometry.

SuperRune
08-28-2007, 08:25 AM
I agree - Afterburn and FumeFX is just overkill. Use a cone geometry for the main shape, and then use a particle system spewing spheres for the afterburn "pulse". Use custom falloff opacity textures and gradients for the opacity and tweak until they match :)

feldy
08-30-2007, 12:34 AM
well what he could be doing on top of the meshes he could use particles do render out a smoke pass and use that smoke pass in the comp to make the heat distortion.

DoubleSupercool
09-05-2007, 07:17 AM
Compositing is your friend here. Render off separate layers for your trail, the hot core, the inside of the jet engine etc. Use various glows and opacities in comp to punch them up.

For the heat-haze/jet-wash make a basic pflow emmitting from the nozzle with different coloured particles streams, pure red and pure green. Make sure they are a decent size and overlapping each other. Render off as a separate layer

In your comp app, apply some kind of image displacement effect to the back plate. Add the particle layer and blur the heck out of it (and I mean A LOT). Use this layer to drive the image displacement, preferably using the red channel to drive X displacement and the green channel to drive Y displacement (or vice versa, but just to mix up the look of the displacement).

Now use a greyscale of the blurred particle pass to control the amount of blur (compound blur/iblur etc) on the background plate

cezmikardas
09-15-2007, 06:15 AM
SitniSati AfterBurn 3 Combustion
3dsmax 9 Scene:
http://www.cezmikardas.com/JetAfterburner.zip

Movie Link:

http://www.cezmikardas.com/jet-mov.zip



http://www.cezmikardas.com/JetAfterburner.jpg

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